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e75e412d10
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1e7dc01762
@ -455,7 +455,7 @@ namespace Passer.Humanoid {
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AddTrackedRigidbody(trackedRigidbody);
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AddTrackedRigidbody(trackedRigidbody);
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}
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}
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if (this.physics && grabbedRigidbody)
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if (humanoid.physics && grabbedRigidbody)
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AdvancedHandPhysics.SetNonKinematic(handRigidbody, colliders);
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AdvancedHandPhysics.SetNonKinematic(handRigidbody, colliders);
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// This does not work in the editor, so controller input cannot be set this way
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// This does not work in the editor, so controller input cannot be set this way
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@ -796,7 +796,7 @@ namespace Passer.Humanoid {
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Object.DontDestroyOnLoad(grabbedObject);
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Object.DontDestroyOnLoad(grabbedObject);
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}
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}
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if (this.physics)
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if (humanoid.physics)
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AdvancedHandPhysics.SetNonKinematic(handRigidbody, colliders);
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AdvancedHandPhysics.SetNonKinematic(handRigidbody, colliders);
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if (grabbedRigidbody)
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if (grabbedRigidbody)
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@ -204,13 +204,13 @@ namespace Passer {
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return force;
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return force;
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}
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}
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public static Vector3 CalculateForce(Rigidbody thisRigidbody, Vector3 sollPosition, float strength, float damping = 25) {
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public static Vector3 CalculateForce(Rigidbody thisRigidbody, Vector3 sollPosition, float strength, float damping = 1500) {
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Vector3 locationDifference = sollPosition - thisRigidbody.position;
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Vector3 locationDifference = sollPosition - thisRigidbody.position;
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Vector3 force = locationDifference;
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Vector3 force = locationDifference;
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//force += CalculateForceDamper();
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//force += CalculateForceDamper();
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Vector3 damper = -thisRigidbody.velocity * Time.deltaTime * damping;
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//Vector3 damper = -thisRigidbody.velocity * Time.deltaTime * damping;
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force += damper;
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//force += damper;
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return force * strength;
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return force * strength;
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}
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}
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